+1 to Thornwhip as it's a versatile damage cantrip. It has 30 range but it's a melee spell attack. This effectively means it can be used when you're next to an enemy without disadvantage. While it's a little less damage, it can potentially replace both firebolt and shocking grasp. It would let you take an extra utility cantrip.
Thornwhip also benefits from Spell Sniper, and if you can add in a terrain effect like Spike Growth or Stone Spikes you can really rack up the extra damage. Particularly in conjunction with the force bolt cannon.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Well, I can now say that I am going to switch my offensive cantrip next level up. Playing with the UA Fairy and already have spell sniper, so I have been convinced to use Thorn Whip.
Good points all... I think Thorn whip is interesting, but as my character is an artillerist, I tend to try to keep it ranged. I used shocking grasp only as a "just in case" enemies end up within melee range.
I'm now quite intrigued with adding Guidance, specifically for casting right before an encounter to get bonus to initiative. I think I need to keep Firebolt, as it is max damage output and a staple for an artillerist.
Maybe gunna drop shocking grasp for Frostbite.... just in case of baddies with Fire damage resistance
My two cents would be to switch Shocking Grasp for Mending and add Guidance. Mending and Guidance can be so useful for support out of combat they seem natural for Artificers. The only reason I wouldn't take Guidance is if someone else in the party already has it. Guidance will get you past so many ability checks. If your DM is soft about its duration, you may even be able to use it on skill checks for crafting (though you probably shouldn't be able to RAW).
If you are really worried about having a melee option, just carry a spear for those rare occasions. If you haven't maxed your INT yet, you could take the Telekinetic feat at the next ASI and push people out of melee with your bonus action, then hit them with Firebolt. Or get Fey-Touched and Misty Step away. After all, the best way for a ranged build to fight in melee is to not fight in melee.
Absolutely nothing in the Eldritch Cannon's description says that it uses your location to determine if it's got disadvantage.
It can't have advantage or disadvantage *or attack*, it's an object. The artificer attacks, so the artificer has advantage or disadvantage, and one of the potential sources of disadvantage is an enemy within 5 feet. So an enemy within 5 feet of the cannon has no effect, but an enemy within 5 feet of the artificer causes disadvantage.
What is everyone choosing for their artificer cantrips and why?
My artillerist is about to reach level 10 and I'm trying to decide on a third cantrip.
Currently using Firebolt (ranged attack) and Shocking grasp (melee attack)....
I'm thinking Frostbite, but could be persuaded in other directions....
Discuss!
Mending. There was an instance where I wished I had it, and now I will never not have it.
Second choice would be Mage Hand. For shenanigans.
You might be able to replace both Firebolt and Shocking Grasp with Create Bonfire. Then you can pick 2 new utility cantrips :)
+1 to Thornwhip as it's a versatile damage cantrip. It has 30 range but it's a melee spell attack. This effectively means it can be used when you're next to an enemy without disadvantage. While it's a little less damage, it can potentially replace both firebolt and shocking grasp. It would let you take an extra utility cantrip.
How to add tooltips on dndbeyond
Thornwhip also benefits from Spell Sniper, and if you can add in a terrain effect like Spike Growth or Stone Spikes you can really rack up the extra damage. Particularly in conjunction with the force bolt cannon.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Well, I can now say that I am going to switch my offensive cantrip next level up. Playing with the UA Fairy and already have spell sniper, so I have been convinced to use Thorn Whip.
If you want to be able to heal your Eldritch Cannon, because they're pretty squishy, mending is a solid choice.
Remember that Mendings cast time is 1 minute, so no in combat healing.
Good points all... I think Thorn whip is interesting, but as my character is an artillerist, I tend to try to keep it ranged. I used shocking grasp only as a "just in case" enemies end up within melee range.
I'm now quite intrigued with adding Guidance, specifically for casting right before an encounter to get bonus to initiative. I think I need to keep Firebolt, as it is max damage output and a staple for an artillerist.
Maybe gunna drop shocking grasp for Frostbite.... just in case of baddies with Fire damage resistance
My two cents would be to switch Shocking Grasp for Mending and add Guidance. Mending and Guidance can be so useful for support out of combat they seem natural for Artificers. The only reason I wouldn't take Guidance is if someone else in the party already has it. Guidance will get you past so many ability checks. If your DM is soft about its duration, you may even be able to use it on skill checks for crafting (though you probably shouldn't be able to RAW).
If you are really worried about having a melee option, just carry a spear for those rare occasions. If you haven't maxed your INT yet, you could take the Telekinetic feat at the next ASI and push people out of melee with your bonus action, then hit them with Firebolt. Or get Fey-Touched and Misty Step away. After all, the best way for a ranged build to fight in melee is to not fight in melee.
Absolutely nothing in the Eldritch Cannon's description says that it uses your location to determine if it's got disadvantage.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
It can't have advantage or disadvantage *or attack*, it's an object. The artificer attacks, so the artificer has advantage or disadvantage, and one of the potential sources of disadvantage is an enemy within 5 feet. So an enemy within 5 feet of the cannon has no effect, but an enemy within 5 feet of the artificer causes disadvantage.
Citation?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Half true. The artificer activates it, but only the Force Ballista specifies a ranged attack.
Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it.
Yes, I'm aware of the rules for Eldritch Cannon. Where's the rule that says that the cannon has disadvantage on an attack if the Artificer does?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.